Secretary Kenku, Head Secretary of the Guild

Name: Secretary Kenku

Sheet Version: v0.6

Description

Secretary Kenku is a proper, formal lady who is a very clever bird. She always dresses sharp, loves all of her jewelry, and when the time calls for it, she’s handy with traps and poisons. Her beak is slightly bigger than one would expect to see, but nonetheless she manages to pull of a dapper look.

Abilities & Aspects

Click here for character creation help text. Assign 5, 4, 4, 3, 2, 1 to your abilities.

Proficiency Level (PL) Physical Health (HP) Metaphysical Health (MP) Will
4 5 9 4
Power Agility Fortitude Willpower Cunning Ego
1 2 3 4 5 4
Aspect Attribute Explanation
Strength Cunning Advantage on any roll using this attribute.
Vulnerability Power Disadvantage on any roll using this attribute.
Defense Fortitude Attacks targeting this attribute do not suffer disadvantage.
Will Willpower Attacks targeting this attribute do not suffer disadvantage. You gain a pool of points equal to this attribute that you can choose to add to rolls before rolling, which recovers when you suitably rest and recover.

Path: Expertise

Traits

Perceptive
Rogue
Proper

Traits are single word descriptors that describe what you are to the world. Choose 3 when you start.
Traits can represent but are not limited to: species, race, job, class, profession, reputation, personality, etc.
Any dice roll relevant to a trait allows that trait to grant advantage.

Traits can be naturally acquired or changed as your character experiences their life. For balance reasons, you should stick to one trait per proficiency level, but there’s no hard limit.

Flaws

A flaw is a trait that grants disadvantage.

When initially creating your character, you may gain a flaw to add an extra trait.

Flaws can be naturally acquired or changed as your character experiences their life. For balance reasons, you shouldn’t acquire more flaws than your proficiency level.

A flaw can be the same word as a trait.

Acquisitions

Skilled with poisons, traps, small blades, bows and crossbows, perception, reading people, deception, and clerical work related to running the guild.
Six magic knives that return to her when thrown, often coated with poison beforehand
Bow inherited from her father
Noble livery

Acquisitions are temporary or permanent things or effects that don’t come from who you are as a person.

Anything you have listed here means that your character has acquired them in some way due to inherent traits or experiences.

See also: FES: Acquisitions and Traumas

Traumas

Traumas are temporary or permanent afflictions that are hindering your character. See previous link for more info.